Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef MAPGROUP_H
#define MAPGROUP_H
#ifdef _WIN32
#pragma once
#endif
#include "MapDefs.h"
#include "MapClass.h"
class CMapGroup : public CMapClass
{
public:
DECLARE_MAPCLASS(CMapGroup,CMapClass)
CMapGroup() : m_vecLogicalPosition(COORD_NOTINIT, COORD_NOTINIT) {}
const char* GetDescription(void);
virtual CMapClass *Copy(bool bUpdateDependencies);
virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
virtual bool IsGroup(void) { return true; }
// Groups have to be treated as logical because they potentially have logical children
virtual bool IsLogical(void) { return true; }
virtual bool IsVisibleLogical(void) { return IsVisible(); }
void AddChild(CMapClass *pChild);
void AddVisGroup(CVisGroup *pVisGroup);
// NOTE: Logical position is in global space
virtual void SetLogicalPosition( const Vector2D &vecPosition );
virtual const Vector2D& GetLogicalPosition( );
virtual void GetRenderLogicalBox( Vector2D &mins, Vector2D &maxs );
//
// Serialization.
//
ChunkFileResult_t LoadVMF(CChunkFile *pFile);
ChunkFileResult_t SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo);
Vector2D m_vecLogicalPosition; // Position in logical space
};
typedef CUtlVector<CMapGroup *> CMapGroupList;
#endif // MAPGROUP_H